11. Vehicle Movement

11.1 Vehicle Movement

When a vehicle previously deployed onto the table is activated, or a Wheeled vehicle deploys, it may move.

When moving a vehicle, the player indicates the point to which they want it to move. The point named must be a clear terrain feature, such as "towards that corner" or "down this road". The path taken should be directly towards the point indicated unless the player indicates a different route.

Vehicles move in the direction of travel, forwards or backwards. They may not move sideways. They end any forward movement facing the direction of travel. They may not intentionally move through any other friendly Unit. Vehicles have a Speed Rating of Slow, Standard, Fast or Wheeled. These are listed in the National Arsenal Tables in Section 20.

How far a vehicle moves will be affected by the ground moved across and how quickly the player wishes the vehicle to move.

11.1.1 Speed

The distance moved depends on the ground being crossed, as shown below.

Vehicle Movement
Vehicle\TerrainOpen or Hard GroundBroken GroundRough Ground
Slow Vehicle1" per pip 1" per pip rolled Full Tracked vehicles only. 1" per pip, discarding the lowest dice rolled.
Standard Vehicle1" per pip +1" per Movement Dice
Fast Vehicle1" per pip +2" per Movement Dice
Wheeled Vehicles2" per pip rolledNo Movement

Heavy Going

Heavy Going is impassable to all vehicles.

11.1.2 Moving Flat Out

When moving Flat Out, a vehicle must move the full distance rolled, unless an obstacle blocks the route. The vehicle cannot choose to end its movement prematurely, even at a named point. Where an obstacle blocks the route, the vehicle will halt at the obstacle and will not count as moving Flat Out.

Vehicles driving Flat Out cannot react by using a Chain of Command Dice to interrupt the enemy in the current or next Phase.

11.1.3 Turning, Reversing & Rotating

A vehicle moving around a right-angled corner of 90 degrees or greater cannot move Flat Out, even if the vehicle itself turns less than 90 degrees.

Vehicles reversing cannot move Flat Out. All vehicles reversing move 1" for each pip rolled on their movement dice, whatever their Speed Rating. Terrain effects apply.

A fully-tracked vehicle rotating on its tracks can rotate up to 45 degrees using one Movement Dice. If rotating between 45 and 90 degrees, it uses two Movement Dice. When rotating up to 180 degrees it uses three Movement Dice. Vehicles rotating never count as a target moving Flat Out.

11.1.4 Vehicles Moving & Firing

Vehicles moving and wishing to fire are limited to what weapons can fire, depending on speed.

When moving Cautiously with one Movement Dice, any activated weapons fire at full effect. Firing and movement can be in any order.

When moving Rapidly with two Movement Dice, an AFV may not fire its main weapon. Any activated MG position can fire.

When moving Flat Out with three Movement Dice, no firing is possible. Vehicles driving Flat Out cannot interrupt in the following Phase using a Chain of Command Dice.

11.2 Shock and Vehicle Movement

Vehicles reduce the total distance they move by 1" for each point of Shock.

11.3 Vehicles Crossing Obstacles

Wheeled or half-tracked vehicles can drive through fences at any speed without penalty. They cannot cross walls, ditches or other Obstacles.

Tracked vehicles cross Minor Obstacles, such as low walls, hedges and fences, as though moving in Broken Ground.

Tracked vehicles crossing Medium and Major Obstacles do so at Rapid Speed, rolling two Movement Dice and discarding the higher of the dice rolled. If a double is rolled, they are Immobilised.

When any vehicle has passed through an Obstacle, replace that area of terrain with Broken Ground.

11.3.1 Vehicles Moving in Soft Ground

Vehicles moving in soft ground can move at any speed; however, if a double is rolled on their Movement Dice, they will be Immobilised.

11.3.1.1 Immobilised Vehicles

An Immobilised vehicle rolls a D6 when the Driver is activated. At the end of a Turn, any Immobilised vehicle rolls a D6. On a 1 it is permanently Immobilised and cannot move for the remainder of the game. On a 2 to 6, it is no longer Immobilised and may act as normal when next activated.

11.3.2 Vehicles Moving Into Buildings

Only fully tracked AFVs can drive into a brick or stone building. Roll two Movement Dice and discard the lower of the dice rolled. Any double will see the building collapse and trap the tank and the crew. They cannot be activated for the remainder of the Turn.

At the end of the Turn, roll a D6. On a 3 to 6, the crew have freed themselves and the vehicle is placed outside the building at the point where they entered it. On a roll of 1 or 2, they are trapped for the next Turn, testing again when activated in a subsequent Turn.

Wheeled or half-tracked vehicles will end all movement if any building or Major Obstacle blocks their path.

11.4 Vehicles Leaving the Table

No vehicle may voluntarily leave the table during a game. Vehicles obliged to leave the table as a result of a reaction to enemy fire may re-enter the table at the point of exit as though making a Hesitant Deployment. See Section 9.4 Hesitant Deployment.